Full notes
Full 90 Minute Fever - Online Football (Soccer) Manager update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Events
- UI and audio
- Store
- Fixes
90 Minute Fever - Online Football (Soccer) Manager changes
31st July:
This update sees the addition of a Wage Cap. The main reasons for this are:
Increases the importance of skill in order to progress through the game
Increase overall amount of transfer market activity
Significantly increase the importance and significance of gaining promotion/avoiding relegation
Stops clubs imploding financially (not necessarily though any fault of their own)
This is discussed in detail on a podcast that can be found here: https://www.buzzsprout.com/1035580/11055826
There’s also various other improvements. Full changelog as follows:
Added Club History page (at present only shows seasons that fit within the current competition setup, i.e. June Season and July Season)
Added Wage Cap. The Wage Cap for a club is equal to the Monthly Stadium Income
Manager Skills can no longer be Finalised if a club is exceeding their Wage Cap
Players (except those with zero wages) cannot be signed if doing so would cause a club to exceed their Wage Cap
For the August 2022 season only, the Wage Cap will instead be equal to 125% of the Monthly Stadium Income and Manager Skills can still be Finalised even if a club is exceeding their Wage Cap (to assist with adjusting to the change)
Financial Summary widget on finances and home layouts now contains Wage Bill and Wage Cap information
Balancing changes to player wages (general reduction in wage demands across the board, updated and applied immediately for July season finishing)
Players aged 16, 17 and 18 are no longer paid any wages
If a club is relegated, they now receive ‘Parachute Payments’. For the season immediately following the relegation their monthly stadium income and Wage Cap will both be equal to the amount they were in the division they were just relegated from
Loyalty Manager Skill reworked to no longer provide a wage discount to Academy Trial graduates and instead extend the contract length of the Academy Trial players who graduate at the end of the current season
Revenue Manager skill renamed to ‘Injection’ and rather than increasing daily revenue now instead provides an immediate one off cash injection payment received upon finalising the Manager Skills
Balancing changes to Manager Skill Prices to help with fairness and affordability of key popular skills. Level 1 skills are now generally cheaper. Level 3 skills are now generally more expensive
Changes to how affordability of purchasing scouting pool players and making auction bids works. Now all that matters is if you can afford the purchase price plus signing fee with your current balance, and that the wages of the player fit within the wage cap. In order to make multiple bids you must be able to afford all of them (both in terms of having the bank balance to pay for them and space within the Wage Cap to afford their wages)
Some Manager Skills are now recommended to new users and selected by default (they can change those recommended selections if they wish)
New page tabs design
Improved fidelity of logo on left menu
Desktop application icon updated
Updated Home Page (Various UI Tweaks/Improvements)
Fixed bug that could cause Ceiling rating of keepers to be incorrectly calculated too high
Fixed various localisation issues on homepage
The following roles now move a little farther forward compared to what they previously did when attacking: Defensive Midfielder (DM), Deep Lying Playmaker (DM), Half Back (DM), Anchor Man (DM), Wing Back (D), Inverted Wing Back (D), Defensive Wing Back (DM), Attacking Wing Back (DM)
The following roles now move farther forward compared to what they
Source
Changelog.gg summarizes and formats this update. How we read updates.
